The BioShock Postmortem on Gamasutra hears from project lead Alyssa Finley
about what went right and wrong during development of 2K Boston/2K Australia's
first-person shooter. She discusses the various points the BioShock
design was refined based on demonstrations and tests involving outsiders and how
the team was assembled and worked together are among the highlights, while low
points include the late shift in focus to make more of a first-person shooter,
how much of the narrative content had to be rushed into the game. The article
seems to be a very frank discussion of the topic, focusing far more on the
mistakes made along the way than their successes.